Into The Odd One Sheet

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INTO THE ODD

If WIL is your highest score, Playing the Game


start with an Arcanum.
Save: You must make a Save when there
Roll a 1d20 for its Power and is a real risk. To pass a Save roll 1d20
consult the main document equal or below the appropriate Ability
here: http://goo.gl/H00ku Score.

NAME
Roll 3d6 for each Ability Score. Swap any two.

STR

DEX

WIL

Roll 1d6 for Hitpoints.

Equipment

HP
Roll 1d6 three times for starting equipment. For duplicates, consult
the second and third columns.
1st Result

1st Duplicate

2nd Duplicate

Sword (1d6)

Lackey

Shield Armour*

Pistol (1d6)

Lackey

Modern Armour*

Musket (1d6+1)

Mutt

Fire Oil

Hatchet (1d6)

Mutt

Bomb

Crowbar

Bow (1d6)

Hound

6 Shovel
Polearm (1d6+1)
Bird
*Any starting Armour gives an Armour score of 1.
Lackeys roll 2d6 for Ability Scores and 1d6 once for equipment.
STR

DEX

WIL

HP

Equipment

1: Expert's Eye
2: Frozen Brain
3: Pale Glow
4: Burden Soul
5: Unbreakable Seal
6: Obscuring Mist
7: Red Oil
8: Pain Curse
9: Spider Climb
10: Sun Blessed
11: False Charm
12: Command Word
13: Dark Veil
14: Binding Strands
15: Heat Ray
16: Miniaturise
17: Invisible Grasp
18: Phase Out
19: Bone Magnet
20: Uncanny Double

Attack: Roll your weapon's damage and


subtract the target's armour. The target
loses this many HP.
Critical Damage: At 0hp, pass a STR
(melee) or DEX (ranged) Save or lose
STR equal to the damage caused by the
attack.
Death: If you lose half of your
remaining STR in one attack you are
incapacitated. If you lose all of your STR
you are dead.
Healing: A few minutes of rest restores
all HP. Ability Scores restore after a full
week of rest.
Arcana: These devices contain Powers
that can used at will. In combat, or other
risky situations, you must pass a WIL
Save to keep your concentration.

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